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Main article: User Ideas

NOTICE


This article is for user weapon ideas. If you have an idea for a new weapon, add it to this page. Do not add anything that is on the Planned Content page. Get creative! It might even be added into the game! Please put your username, idea, and then a description of it. Use headers to separate ideas from others to not confuse others reading this. Use this template:

*Do not edit out/delete others ideas. It's very disrespectful and against wiki rules.

NOTE: THIS SITE HAS NO AFFILIATION WITH PIXONIC OR MAIL.RU, WHETHER DIRECT OR INDIRECT.

TEMPLATE

(Weapon name)

Hardpoint: Light/Medium/Heavy
Type: Kinetic/Energy/Rocket/Homing Missile/Other
Damage: Value
Range: Value
Clip size: Value
Reload: Time
Smart Reload: True/False
Requires lock-on: True/False
Effective range: Value. Must be less Range, otherwise omit.
Additional description: Any special effects or visual description should go here.
Level/League requirement: Must be 1-30 inclusive /Private-Master I-III
Price: Please use only game currencies. REAL MONEY VALUES WILL BE DELETED WITHOUT WARNING.

Need help? Refer to the User Ideas style guide


Skrialaks

Repulser

Slot: Light

Range: 600m

Type: Energy

Reload: 8 seconds

Max charges: 6

Charge reload: 1.25 seconds

Damage: 1,000 to 1,750

Description: This unique medium-ranged energy weapon deals more damage the father the target is away from the attacker. Lethal in medium ranged fights, this weapon works best on robots that can stay in medium range with the enemy, and works best against slow robots withouught cover. Requires Lock-on-True, Reloads while firing.

Cost: 10,000 components (5,000 au)

PhantomPhoenix

DOOMinator v962

Slot: Heavy

Range: 1000m

Type: Sonic

Reload: 4 seconds

Max charges: 8

Charge reload: 2 seconds

Description: Shouts DOOM at the target enemy. Starts at 20 decibels. Each charge adds 10 decibels to the DOOM. If multiple DOOMinators v962 are equipped, their loudnesses are added together. You can only get this weapon by sending a letter with DOOM written on it to Pixonic.

DodoBomber

Covenant

Hardpoint: heavy Type: Other Damage: 75,000 (lvl 8) Range: 1100 Clip size: 1

Reload: 45 seconds Smart Reload: True Requires lock-on: True Additional description: lvl 30 unlock. Price: 10000 components (8000 Au)

Neutrino

Hardpoint: medium Type: Sustained Fire Energy Damage: 416 Range: 1100 Clip size: 30 Reload: 0.37 sec a charge. 11 seconds full. Smart Reload: True Requires lock-on: False Additional description: N/A

Price: 1000 Au

quickkill17

Lag cannon

Hardpoint: All
Type: Lag
Damage: Level 5 13131
Clip size: 1
Requires lock-on: False
Range: 2000m(2km)
Description: A cannon that crashes anyone’s game, even teammates. It also does damage to the target accounts first robot in the next match(see in damage and also I made it uneven to annoy the target). It’s severity depends on the hardpoint; light means just crash, no reward from battle. Medium means no reward and random repair bill with the price at a minimum of 500k silver and forces them to subscribe to Pewdiepie, if they already are, they get 25 gold. Heavy means game crash, death of all selected teams robots(the one they’re using and no, not the user if used on teammate) and they lose 1M silver, their Fortnite account gets banned and if they no not own one, you and the victim gets 100 gold for no reason.
Price: 10000 gold
Smart reload: false
Effective range: 2000m
League/level: silver I, level 20

Sky Avenger 2.rs0

Bludgeon

Hardpoint
Type: Kinetic
Damage:Lvl 8- 7000dmg
Reload: 1 secs
Clip size: 1
Requires Lock-on: False
Range: 100m
Description: A melee weapon that shoots a heavy spiked projectile. It is so heavy it has a 20 percent chance to bypass Ancile or Aegis shielding. It has to retract the projectile by dragging it in using a chain connected to the projectile before firing again.
Price: 1500 gold
Smart Reload: False
Effective Range: 10m
League/Level: Silver III, Level 20

THRYLLR

Hurricane

Hardpoint:Heavy
Type: Rocket
Damage:At level 8, 500 per rocket + DOT((2 sec)50 dps)
Clip size:40 rockets
Reload:12 sec
Requires Lock-on: False
Range: 700 meters
Description: A heavy weapon similar in looks to Pulsar or Avenger. It has 5 rods extending from a spherical body and shoots 5 rockets per second for 8 seconds. It reloads while firing and has a 25% chance of inflicting DOT. Costs 2000 gold.
Price: 2000 gold
Smart Reload: True
Effective Range: 500m
League/Level:Level 20

Misairu

Hardpoint: Medium
Type: Artillery
Damage: Lvl. 8 = 30,000 dmg
Clip size: 1
Reload: 15
Requires Lock-on: False
Range: 1100 meters
Area of Effect (AOE): 100 meters Description: A heavy artillery weapon, based on Noricum and Zenit but with much newer technology. Misairu is a thick rod extending from a contraption similar in looks to an Ancile. When fired, it makes a sound effect like Hellburner’s overload and launches a projectile into the air that takes 4 seconds to reach its target. It then reloads for fifteen seconds. Misairu is only good to hurt slow robots or groups of robots. Recommended to use on snipers. 2x on Raijin is effective.
Price: 2000 gold
Smart Reload: False
Effective Range: 1100 m
League/Level:Level 25 (Silver III)

Cozzgamer

ATOM

Hardpoint: Medium
Type: Quantum (can bypass Physical shields, Energy shields and Aegis shield systems
Damage: 81
Range: 500
Clip size: 50
Reload: 15
Smart Reload: False
Requires lock-on: False
Effective range: N/A
Additional description: Can chain lock down with a 70% chance to lock down.



Level/League requirement: Level required /League
Price: currency


Jack160904

Protector

Hardpoint: Heavy
Type: Shield
Description: Protector is an indestrutcble anti-sniper shield that blocks any type of Bullet. It protects only by weapons with more than 550m range. Useless against brawling weapons.
Level/League Required: 25, Gold I or above
Price:10.000 Components or 25.000 Gold

P-Buster

Hardpoint: Light
Type: Plasma
Damage: 1200 per shot (3600 at lvl 12)
Range: 350 m
Clip size: 24
Reload: 4.8 seconds
Unload time: 9.6 seconds
Rate of fire: 3 shots every burst
Smart reload: false
Effective range: 350 m or below
Additional description: P-Buster is a plasma weapon, similar to taran and reedemer. Like is medium and heavy counterpart,is letal at close range. proiectile are red
Level/League required: 19/Silver II
Price: 10.000 components or 1250 gold

MegaMutant456

Random0noob

Destroyer

Hardpoint: Heavy
Type: Splash
Damage: 5567 lvl1 mk1
Reload: 12 secs
Clip size: 1
Requires Lock-on: False
Range: 1100m
Description: A powerful cannon that fires explosive shells.
Price: 640000 Silver
Smart Reload: False
Effective Range: 800m
League/Level: Silver III, Level 15

Meltdown

Hardpoint:Heavy
Type:Energy
Damage:890/s lvl1 mk1
Reload:Cooldown 7.5sec
Clip Size:15 Charges
Requires Lock-on:True
Range:600m
Description:High powered energy weapon that requires user to hold the shoot button to fire. It will overheat when fired for too long. Can shoot 4 targets at once. Deals ×1.5 times more damage towards physical shields.
Price:10000 comp. or 5000 AU
Smart Reload:False
Effective Range:600m
League/Level:Diamond II, Level 30

Shrapnel

Hardpoint: Heavy
Type: Spash
Damage: 1015/150
Reload: 15secs
Clip Size: 15 Rockets
Requires Lock-on: True
Range: 1100m
Description: Lock-on long range artillery. First fires a homing explosive shell. After hitting a robot or the ground, The shell splits and peppers the surrounding area with shrapnel, dealing extra damage.
Price: 700000 Silver
Smart Reload: False
Effective Range: 900m
League/Level: Silver I, Level 16

Demolition

Hardpoint: Medium
Type: Energy
Damage: 7089/6405/5692/4530
Reload: 5secs
Clip Size: 5 Plasmoids
Requires Lock-on: False
Range: 350m
Description: Close range supercharged energy rifle. Deals more damage every 100m closer to the target.
Price: 10000 comp. or 5000 AU
Smart Reload: False
Effective Range: 250m
League/Level: Gold I, Level 30

Gambitz192

Barene

Hardpoint: Heavy

Type: Energy/Shotgun

Damage: 9,000 - LvL 6 Mk 1

Fire Rate: 1 Shell every 2 seconds

Range: 400

Clip size: 5

Reload: 3 seconds per shell (reloads while firing)

Requires lock-on: True

Effective range: 50 - 200

Additional description: Barene is a Vanguard Class energy shotgun designed to disorientate enemies while dealing a viable amount of damage.

It uses Hydro - Plasma ammunition and has a reflecting barrel at the end. Once shot, the target will be pushed back, pulled, push back, pulled, and pushed back again which lasts for only half a second, which it can disorientate the enemy pilot.

Lynch

Hardpoint: Medium

Type: Energy Beam

Damage: 1250 - LvL 1 Mk 1

Range: 700

Clip size: 10 seconds of releasing of energy

Reload: 3 seconds

Requires lock-on: True

Effective range: 0-500

Additional description: Lynch is an energy beam weapon similar to the Gekko. It focuses its stored energy and fires it at very high temperatures. It takes ammo from the sun that is in the map, allowing it to be perfect for mid range support, which is also why it makes this weapon unique. However, it depends on the map whether its dark or not. The weapon will not reload whenever the pilot goes under a ceiling or building. The darker the map, the slower the weapon will reload.

0CORE0

Die Glocke

Hardpoint: Heavy

Type: Energy pulse

Damage: 3,000 damage per pulse

Fire Rate: 1 seconds after every pulse

Range: 300 meters maximum

Clip size: 4

Reload: 12 seconds, 3 seconds per pulse (reloads while firing)

Requires lock-on: False

Additional description:

 The Die Glocke was a wunderwaffe of nazi Germany capable of destroying everything organic in its way. Now it is rediscovered and is put to use as a heavy weapon. But instead of destroying organic matter it is now designed to destroy metal. The weapon gives off an energy pulse that bypasses ancile and travels like a shockwave around the player. Each pulse of the weapon degrades the health of all robots around the weapon which are in range. Making the Die Glocke an effective close combat weapon. Just like the nazi design the Die glocke looks like a bell.

Price: 10,000 components

Revolv

Hardpoint: Heavy

Type: Kinetic

Damage: 1108 damage per shell

Fire Rate: Single shot or full automatic (1 second delay per shell)

Range: 750 meters

Clip size: 6

Reload: 10 seconds

Requires lock-on: False

Additional description:

 The Revolv is a heavy sniper revolver based from the guns of old. The weapon can be single shot which has 85% accuracy but fully automatic has 65% accuracy. With these two modes, the weapon can be used as both a sniper and support fire weapon. Because of it being kinetic, it deals double damge to physical shields. But unlike other machine gun type weapons, it does not have increased fire rate. The player is advised to use the weapon like a nashorn which can make the Revolv a bombardment sniper weapon.

Price: 10,000 components

Grenada

Hardpoint: Medium

Type: Grenade, Splash

Damage: 750 damage per grenade

Fire Rate: 1 second after every launch

Range: 450 meters maximum, 100 meters minimum

Clip size: 8

Reload: 10 seconds

Requires lock-on: False

Splash Damage: True

Additional description:

 The Granada is a medium grenade launcher, the first lobbing weapon in its weight class. But unlike its long range counterparts the Zenit and Noricum, the Granada is a medium ranged support weapon. Because of it being a lobber it is able to fire over cover and into unsuspecting enemies. The weapon has Splash damage wchich can be a threat to shielded robots. The grenade, which explodes 3 seconds after touching a solid object will explode and also effect the enemies which are 25m near the grenade. The Granada launches a sticky grenade that will attcah to anything it made first contact with (ex. Robot, Cover). But the downside is because of it being a lobbed weapon it cannot fire within 100 meters. Because of this weakness, it is advised that the player maintain distane to make the weapon effective.

Price: 10,000 components

GD-2 Predator

Pandemic

Hardpoint: Heavy
Type: Energy/Splash
Damage: 4500 - LvL 1 Mk 1
Range: 500
Clip size: 1
Reload: 5 seconds
Smart Reload: False
Requires lock-on: True
Effective range: 0-400
Additional description: Pandemic charges just like a Trebuchet, capable of firing without it being fully charged. Pandemic shoots a type of acid which chips away the enemy’s bot health over time, this effect is called Acid burn, this effect lasts 4 seconds before wearing off. Acid burn also gives the same effect to every bot within 25m of the target. The amount of damage the Acid burn does depends on how much the weapon has charged. Acid burn per charge: 1 charge: 600 damage , 2 charges: 800 damage, 3 charges: 1000 damage, 4 charges: 1200 damage, 5 charges: 1400 damage. Pandemic deals 4500 damage every shot without the extra Acid burn damage.

(note: Acid burn damages the enemy bot every 1 seconds until it wears off, which takes 5 seconds)


Level/League requirement: Level 20 / Silver League III
Price: 1500 Gold

Aegis

Hardpoint: Heavy
Type: Energy Barrier
Damage: Health: 40,000-80,000 (Mk1)
Range: N/A
Clip size: N/A
Reload: HP/Second 1350-2600 (Mk1)
Smart Reload: False
Requires lock-on: False
Effective range: N/A
Additional description: Aegis is the Bulwark’s energy shield engineered into a Ancile. It works just like the ordinary Aegis Shield of the Bulwark.
Level/League requirement: Level 20 / Silver League III
Price: 3000 Gold

Typhoon

Hardpoint: Heavy
Type: Energy
Damage: 5000 (per shot) (Lvl 1 Mk1)
Range: 800
Clip size: 5
Reload: 20 seconds
Smart Reload: False
Requires lock-on: False
Effective range: 0-800
Additional description: Typhoon is a long range Plasma cannon that fires just like a Taran, Firing bursts of Plasma at long range. The weapon has a 2 second burst interval to prevent it from overheating and recoil. With a cycle damage of 40.000 at Lvl 1 Mk1, you should hide if your enemy has 3 of these on a Fury. This weapon has been balanced by it’s reload.

708F8B2D-C7C5-4968-ADAA-3E1822879F98

Typhoon Concept


Level/League requirement: Level 20 / Silver League III
Price: 2500 Gold

Arbalest 2.0

Hardpoint: Light
Type: Energy/Splash
Damage: 250.000
Range: 1100
Clip size: 1
Reload: N/A (kek)
Smart Reload: False
Requires lock-on: False
Effective range: Infinite
Additional description: Arbalest 2.0 has to be added cuz pixonic (Ares and Hades why). Pixonic is going to add a bot that can beat Schutze 2.0 so why not add this weapon since you’re already throwing away every piece of balance there was in this game lmao. But I digress, Arbalest 2.0 is a light weapon that can only be mounted on one Hardpoint, putting it on more than one will cause the game to crash and delete your roblox account cuz lols. Arbalest 2.0 can pierce through Anciles and Physical shields cuz schutze. Arbalest 2.0 can only fire once before overloading your bot with something causing your bot to do something causing it to die.



help



Level/League requirement: Level -1 / Private League
Price: 1 Silver


Fujin fighter

Exterminator

Hardpoint: Heavy
Damage: 10475 lv1 mk 1
Clip size: 140
Level/league: 20 Bronze I
Description: a heavy taran, it fires ten bolts of plasma in 2 seconds.

Tornado

Hardpoint: Light
Damage: 9745 at lv1 mk1
Level/league requirement: lvl 22 bronze II
Type: energy
Reload: 7 secs
Clip size: 30
Smart Reload: True
max Range: 450m
Requires lock-on: false
Effective range: 100-200m
Additional description: similar to taran, the tornado fires blasts of 5 plasma charges every 1.5 seconds. Unlike most plasma weapons, this does damage to ancile shielding and the shielded bot.
Price: 3750 wp


Docuser3

Thermoshock

Hardpoint: Medium
Damage: 1000 per thermal bolt ( 2,640 max )

Level/league requirement: Lv 20/ Master II

Type: Thermal Cannon

Reload: 3 second cooldown + 12 second reload

Clip size: 10 bolts

Smart Reload: False


Range: 400M


Requires lock-on: True


Effective range: N/A


Additional description:

Medium thermal cannon designed for rapid strikes that can inflict severe damage to even well armoured enemies. Fires superheated fusion bolts with insane rapidity and accuracy. The bolts, while they cannot effectively knock down energy shields, can turn physical shields into molten slag and effectively cripple and even destroy well armoured targets with well placed blasts.

Ability: Questoris Fusionus - Pattern bolt of Cleansing

Weapon has a 5% chance to fire a Questoris Fusionus - Pattern Bolt, which can reduce the structural integrity of a physical shield or heavy robot by 50%, making the shield or robot take double damage for 5 seconds. Effect does stack. Chance and integrity reduction increases every level. Robot HP must be above 175,000

A relic of war, once considered too advanced, but now realized in all it's glory. It shall cleanse the battlefield of evil.


Price: 10,000 Components

Shockbolt

Hardpoint: Medium

Type: Stun Cannon


Damage: 1000 per second ( 2640 per second Max )

Range: 500M


Clip size: 1 600 Terawatt Ultracapacitor

Reload: 5 seconds

Rate of fire : 60 Terawatts per second

Smart Reload: False

Requires lock-on: False

Effective range: N/A

Additional description: Medium Slot stun cannon designed to neutralize hard-hitting opponents. The high - voltage twin to the Thermoshock, it launches forth a high-energy Promethium alloy arc from a high-energy capacitor. Has a 1 in 20 chance to inflict the Energy Depletion effect.

Energy Depletion: This effect reduces the strength of Energy Shields, both mounted and inbuilt. It also disables ability activation for up to 5 seconds, which gives a huge advantage to those seeking to disable fast moving opponents

It strikes with lethal effect, showing no mercy to anyone. As James Bond would put it

"Shocking"

Level/league requirement: 20 / Champion ( pay to wins cannot get components ) Price: 10,000 Components



Lightspear

Hardpoint : Light

Type: Stun Cannon



Damage : 1320 per second max

Range: 500M



Clip size: 1 300 Terawatt ultracapacitor

Reload: 5 Seconds

Rate of fire: 30 Terawatts per seconds

Smart Reload: False

Requires Lock on: false

Effective range: N/A



Additional description: Light Slot stun cannon designed to neutralize hard-hitting opponents. The high - voltage twin to the Fusoris, it launches forth a high-energy Promethium alloy arc from a high-energy capacitor. Has a 1 in 15 chance to inflict the Energy Depletion effect.

Energy Depletion: This effect reduces the strength of Energy Shields, both mounted and inbuilt. It also disables ability activation for up to 5 seconds, which gives a huge advantage to those seeking to disable fast moving opponents

It strikes with lethal effect, showing no mercy to anyone. As James Bond would put it

"Shocking"

And, I don't care if it's half the size, it's still full of energy... and death

Level/league requirement: 20 / Champion ( pay to wins cannot get components ) Price: 10,000 Components

Abolisher , Abrogator , and Rescinder

Hardpoint: Light,Medium, and Heavy respectively

Type: Gauss cannon

Damage: 140,190,and 240 per gauss bolt ( 370,502, and 634 respectively )

Range: 600

Clip size: 50 bolts each

Reload: 5 Seconds ( Rate Of Fire 10 Bolts per second )

Smart Reload: False

Requires lock-on: False

Effective range: 500 M

Additional description: Gauss cannons designed for nullification of heavy targets. Fast rate of fire and identical clip size and RoF allow for perfect synchronization among all three weapons. Bolts can pass right through all shields and have a 5% chance to inflict power reduction, which reduces movespeed and attack power by up to 30 percent each. These cannons also have a 3 percent chance to temporarily blind enemy radar for up to three seconds, preventing lock on target firing.

Level/league requirement: Level 20 or higher with a Lvl 15 or higher workshop


Price:10,000 Components

Fusoris

Hardpoint: Light

Type: Thermal Cannon

Damage: 550 per bolt

Rate of fire: 1 bolt every 0.1 seconds

Range: 500 M

Clip: 150 bolts

Smart Reload: False

Additional Description: A lightweight counterpart to the Thermoshock, it also has the ability to fire the Questoris Fusionus Pattern Bolt of Cleansing, albeit a weaker and smaller version of the bolt. It has the same rapid fire capability as it's big brother, which allows for quick sneak attacks that can weaken anything ranging from the weak to the Bulgasari.

It doesn't matter that it's half the size, it still packs a punch that would make anyone CRY





Extirpator

Damage: 1440 base (1 charge) ( + 1440 per charge ( 14,400 maximum damage )) ( 3801.6 damage per charge Mk 2 Lv 12)
Level/league requirement: 20
Type: Kinetic Railgun
Reload: 1/2 second cooldown ( + 1/2 second per charge accumulated ), 10 second reload
Clip size: One armorpiercing bolt, with ten power charges
Smart Reload: False
Range: 500 - 1100 M ( + 50 M accumulated per charge) Bolt Speed : 500 m/s to 3000 m/s ( 250 m/s accumulated per charge)
Requires lock-on: Yes ( 5 second lock on period )
Effective range: 1100 M

Maximum pierce : 1 - 5 Robots ( + 1 pierce per 2 charges )
Additional description

Long range heavy railgun designed for maximum armor penetration at long ranges. Massive damage and ability to pierce robots and shields with no reduction in damage comes at a cost of long reload times and long lock on time. Will not go through energy shields.

Accumulates one charge every second, while holding a maximum of ten charges. Range, bolt speed, and damage scale up by a listed factor for every charge. Holds the record for the fastest projectile speed in the known factions. Also has the ability to pierce through multiple robots, but cannot pierce through walls. Lock on is required to fire.

Once fired, the weapon enters a cooldown phase, wherein it cools down for half a second with one charge accumulated, with another half second added for every charge accumulated before firing. Once cooldown ends, the weapon begins to reload for ten seconds.

A strike of destruction, a single bolt of unceasing pain, hurled by those you know are there, yet cannot see nor hit with your mediocre tools of war.

Note : There is also a medium version, called the Thunderstreak that deals two thirds of the Extirpators damage
Price: 10,000 Extirpator Components - rare components

Vulcan and Blazer

Hardpoint: Heavy / Medium

Type: Thermal

Damage: 90,000 Mk2 Lv 12 ( 90 Damage Per Pulse ) / 60,000 Mk2 Lv 12 ( 60 Damage Per Pulse )

Range: 500 M

Clip size: 750 Bolts

Reload: 5 Seconds ( Rate of fire 75 bolts per seconds )

Smart Reload: False

Requires lock-on:False

Effective range: 300 M or less

Effect : Thermal Burn

Blazer : 0.5% chance to leave a thermal burn which inflicts 10% of base damage for 5 Seconds

Vulcan : 0.3% chance to leave a thermal burn which inflicts 15% of base damage for 5 seconds

Additional description: Heavy and Medium Thermal Cannons designed for short ranged attacks. Both can be used in conjunction with each other to inflict maximum damage. The weapons each have a special effect called Thermal Burn, which can scar the target even further by dealing extra damage as stated above. Extreme damage comes at cost of reduced accuracy at longer ranges

You'd better take that back before the gods kill you... oh wait, they JUST DID!

Level/league requirement: Lv 20 / Expert 1 Price:10,000 Components



Swordfire

Hardpoint: Heavy

Type: Ballistic Missile

Damage: 4499 per individual missile ( total 22,495 damage Mk 1 Lv 1)

( 11,837 Damage per missile Mk 2 Lv 12 ( 59,386 damage total))

Range: 1100M Lock-on and Fire

Clip Size: 1 ATF-Em-550X LR-HASOM ( Long Range - High Alpha Stand Off Missile )

Reload: 30 Seconds

Smart Reload: False

Requires Lock On: True (7 Seconds)

Effective Range: 500M to 1100M

Additional Description: Ultra Long Range Ballistic Missile Launcher designed to rain hell upon it's enemies. Once it has a lock, its simply fire and forget. The 50 ton missile flies up in a screaming 70 degree arc before splitting into five separate warheads spread across all targets within a 300 meter radius, each packing a destructive punch and a massive 100 meter airburst, with damage remaining consistent across the entirety of the blast radius.

"Wait... I hear something flying""Is that a Hover-"........"NO WAIT THAT'S A----------"

Last Recorded transmission from an encounter with a diving Swordfire missile


SpoonyBard284

Dragonfly

Hardpoint: Heavy
Damage: Carries a Pin
Level requirement: 30
Type: Drone
Reload: 30 seconds (deploys up to three drones)
Clip size: 3
Smart Reload: True
Range: 100 meters
Requires lock-on: True
Additional description: Deploys up to three drones that wanders within a 100 meters range. Each drone carries a Pin that automatically aims and shoots at enemies. Smart targeting systems allow rockets to be aimed before a moving bot.
Price: 10000 Dragonfly components

Arbiter

Hardpoint: Heavy
Damage: Around that of a Trebuchet.
Level requirement: 30
Type: Energy
Reload: 10 seconds
Clip size: 1
Smart Reload: False
Range: 400 meters
Requires lock-on: True
Additional description: Fires a bouncing pulse that is heavily affected by gravity. Pulse may bounce up to five times. Smart targeting system calculates pulse trajectory and automatically aims at the enemy when locked on. Each bounce increases pulse damage by 7%.
Price: 3000 Au

Umad, campers?

Hardpoint: Heavy
Damage: same as Trident
Level requirement: 30
Type: Rocket
Reload: 15 seconds
Clip size: 3
Smart Reload: True
Range: 600 meters to 1200 meters
Requires lock-on: False
Additional description: A Trident with twice the range but 150% of its reload time. Cannot be used within 600 meters because that would be heresy. Umad, campers?
Price: Free; anyone is eligible for this treat.

Gladius

Hardpoint: Light
Damage:5 times as much as Gekko
Level requirement: 30
Type: Melee
Reload:5 seconds
Clip size: 1
Smart Reload: False
Range: 300 meters (launch), 10 meters (melee)
Requires lock-on: False
Additional description: A launchable blade with a motorized chain edge. Does maximum damage when brought into direct contact with enemy bots.
Price: 750 gold

Heavy Shocktrain

Hardpoint: Heavy
Damage: ——
Level requirement: 30
Type: Energy
Reload: 15 seconds
Clip size: 1
Smart Reload: False
Range: 300 meters
Requires lock-on: False
Additional description: Fires a particle beam that annihilates everything in its path. The beam has an infinite pierce and bounces off of walls once. Vertical aiming is enabled for this weapon as it cannot lock onto enemies. This weapon will constantly emit a laser pointing at solid terrain directly in front of the center of the robot, improving the user's aiming abilities while serving as a warning for the enemies. This aiming device, however, lacks the ability to calculate beam trajectory after hitting terrain or obstacles. Once the beam passes through an enemy, it will deal damage equivalent to 50% of the target's current HP and grant the target a 90% damage reduction from all sources for 7 seconds. If target is at 25% of its current HP, one-hit KO instead. Ignores all shields. Each additional Heavy Shocktrain equipped will add one more bounce and 100 meters to the range, but does not deal additional damage. Bounces may exceed weapon range by 150 meters.
Price: 10k Heavy Shocktrain components

Steamhammer

Hardpoint: Heavy
Base damage(lvl 5): 15K
Level requirement: 30
Type: Firearm
Reload: 10 seconds
Clip size: 4
Smart Reload: False
Range: 300 meters
Requires lock-on: False
Rate of fire: 0.5 cartridges per second
Dispersion angle: 0.04
Additional description: Decently accurate shotgun that deals terrifying damage to targets and shreds physical shields within seconds. Vulnerable while reloading.
Price: 1500 Au

C271D6D8-0336-41BF-B2BD-B3254C79A5DA

Steamhammer concept art


Ericon Finalez

Executioner

Hardpoint: Heavy
Damage: 350
Level requirement: 18
Weapon type: Kinetic
Reload: 10
Clip size: 250
Smart Reload: False
Lock-on Range: 500
Requires lock-on: False
Effective range: 200
Additional description: The big brother to the Punisher and the Punisher T. A massive minigun mounted to the top of a robot, the Executioner brings a new meaning to the term ‘Leadhose’. After three seconds, an accelerated firing system will engage, allowing more bullets to be shot at your enemies. Not very effective at mid to long range combat.

A maelstrom of Hellfire and lead, he keeps coming... closer and closer...
Price: 10000 Executioner Components

Level Damage (per bullet) Cost Ag Time
2 385 (10%) 40,000 10 Min.
3 424 (10%) 73,000 30 Min.
4 466 (10%) 100,000 1 hour
5 512 (10%) 200,000 4 hours
6 564 (10%) 400,000 8 hours
7 620 (10%) 800,000 17 hours
8 682 (10%) 1,500,000 21 hours
9 750 (10%) 3,000,000 1 day 1 hour
10 850 (10%) 5,000,000 1 day 7 hours
11 908 (10%) 8,000,000 1 day 18 hours
12 998 (10%) 13,000,000 2 days 9 hours

Harbinger

Hardpoint type: Heavy
Damage: 10000
Level/league requirement: Level 25 AND Diamond League
Weapon type: Energy
Reload: 20 Seconds
Clip size: 7 Charges
Smart Reload: False
Lock-on Range: 500
Requires lock-on: True
Additional description: As if the Shocktrain weren't powerful enough, now there's a new weapon to rock the WR world. The Harbinger is the answer to people looking for over-the-top power. If you let the Harbinger charge for long enough, seven charges will be ready to be unleashed upon your designated foe. And, those shots will ricochet off the opponent in random directions, so don't stand too close!

Spinning pylons generate electric death; a red beam of misery for those unlucky enough to be caught in the arking blast...
Price: 10000 Harbinger Components

Level Damage (per charge) Cost Ag Time
2 11000 (10%) 40,000 10 Min.
3 12100 (10%) 73,000 30 Min.
4 13310 (10%) 100,000 1 hour
5 14641 (10%) 200,000 4 hours
6 16105 (10%) 400,000 8 hours
7 17716 (10%) 800,000 17 hours
8 19487 (10%) 1,500,000 21 hours
9 21436 (10%) 3,000,000 1 day 1 hour
10 23579 (10%) 5,000,000 1 day 7 hours
11 25937 (10%) 8,000,000 1 day 18 hours
12 28531 (10%) 13,000,000 2 days 9 hours

Volt

Hardpoint type: Light
Damage: 500
Level/league requirement: 20
Weapon type: Energy
Reload: 2 seconds
Clip size: 7 Charges
Smart Reload: False
Lock-on Range: 400
Requires lock-on: True
Additional description: To those of you who are thinking; "I wish there was a way to make the Shocktrain weaker," I’ve got the solution to make your dreams come true! Here is my latest and greatest weapon design yet; the Volt! This little Shocktrain is perfect for those who want to see that all-too-familiar red bolt, but don't want people despising them for the rest of their lives. Dealing half the damage, but with the same amount of charges, this weapon encourages people to move the heck out of your way!

It may be small, but enough voltage can kill...
Price: 10000 Volt Components

Level Damage (per charge) Cost Ag Time
2 550 (10%) 40,000 10 Min.
3 605 (10%) 73,000 30 Min.
4 666 (10%) 100,000 1 hour
5 732 (10%) 200,000 4 hours
6 805 (10%) 400,000 8 hours
7 886 (10%) 800,000 17 hours
8 974 (10%) 1,500,000 21 hours
9 1072 (10%) 3,000,000 1 day 1 hour
10 1179 (10%) 5,000,000 1 day 7 hours
11 1297 (10%) 8,000,000 1 day 18 hours
12 1427 (10%) 13,000,000 2 days 9 hours

Tourniquet

Hardpoint: Heavy
Damage: 2780 per missile
Level requirement: 18
Type: Missile
Reload: 10 seconds
Clip size: 8
Smart Reload: False
Range: 600
Requires lock-on: True
Additional description: Tourniquet is a Heavy slot homing missile launcher. A heavy variant of the Spiral, this weapon has perfect synergy with its lighter counterpart, having similar reload and unload times. Works very well with a Hydra as well. Missiles fired from the Tourniquet have an advanced homing system, allowing them to pass over almost all obstacles.

They say that the old tourniquet was used to stop bleeding of missing limbs... but this stops the life of whomever it meets...
Price: 10000 Tournaquet Components

Level Damage (per missile) Cost Ag Time
2 3058 (10%) 40,000 10 Min.
3 3364 (10%) 68,000 30 Min.
4 3700 (10%) 100,000 1 hour
5 4070 (10%) 200,000 4 hours
6 4477 (10%) 400,000 8 hours
7 4925 (10%) 800,000 17 hours
8 5417 (10%) 1,500,000 21 hours
9 5959 (10%) 3,000,000 1 day 1 hour
10 6555 (10%) 5,000,000 1 day 7 hours
11 7211 (10%) 8,000,000 1 day 18 hours
12 7932 (10%) 13,000,000 2 days 9 hours


22hessler

Torrent

Type: Rocket (unguided)
Accuracy: Good
Area Of Effect: 30M
Ability: None
Damage: 2,100 (per rocket)
Capacity: 50 Rockets
Range: 700M
Reload: 3 second's (per 5 rockets)

Cost: 10,000 component's

Jolt

Type: Energy
Accuracy: Good
Area of Effect: None (single shot)
Ability: Stun (14% chance to trigger per charge) stops the target in place for 5 seconds
Damage: 10,500 (per charge)
Capacity: 5 Charges
Range: 300M
Reload: 5 Seconds (per charge)

Cost: 10,000 components/2,000 AU/50,000,000 AG

Chiller

Type: Kinetic
Accuracy: Low
Area of Effect: Good (spreadshot)
Ability: None
Damage: 16,500 (per shell)
Capacity: 10
Range: 400M
Reload: 4 seconds (per shell) weapon ability after 5 shots have fired increase dmg by 30%

Cost: 10,000 components

Nightmare

Type: Kinetic
Accuracy: Deadly
Area of Effect: None
Damage at Level 12: 70,000
Clip Size: 1
Range: 300 to 1100
Reload: 25 seconds

Cost: 100,000 components

Shade

Type: Missile
Area of Effect: 50M
Clip Size: 6
Range: 600
Reload: 15 seconds
Damage at level 12: 8,000
Special: Blind: if 3 or more rockets hit target they go blind for 7 seconds

Cost: 10,000 Components


Orkanfan

Arrow Cannon

Hardpoint: medium
Damage: 10 each arrow
Clip Size: 1000
Type: kinetic
Reload: 15 seconds
Required Level: 15
Range: 500 to 1100
Area of Effect: 50M or 100M
Price: 500K Ag or 500 Au
Description: same as Noricum and Zenit


WOOOOOOOOOMMMMMMYYYYY

Relief

Hardpoint: heavy
Damage: 0
Type: other
Reload: 3 seconds
Clip size: 1
Smart Reload: false
Lock-on Range: 200

Additional description: rather than many other weapons, this one heals rather than damages. it will aim towards the closest teammate, and it fires a could of mist. the mist will repair the robot for 7-15k hp. the mist creates an aesthetic droplet effect, slightly obstructing the vision of the target for a few seconds. can not aim at enemies. for any robot inside the mist cloud, the healing effect is divided by that number. looks like a grey ember weapon with a large drum of mist instead of two small fuel tank thingies.

Squid Launcher

Hardpoint: light
Damage: depends on the squid being launched, 1-3 damage per squid
Level/league requirement: diamond 2
Type: squid
Reload: 3 seconds
Clip size: 1
Smart Reload: false
Range: 100
Lock-on: true
Effective Squid: the largest squid launched
Additional description: This weapon flings squids at your target. the squids stay there for a few seconds, and then they randomly disappear. each larched-on squid deals 5000-6000 damage, over the course of 5 seconds, also, squids will stain the enemy robot with ink, making the robot 5-10% slower and obstructing the view. the speed debuff does not stack, but the vision obstruction does

Price: 250 gold

USSR

Hardpoint: heavy
Damage: 10000 damage to whole enemy team
Level/league requirement: level 30, diamond 2
Type: USSR
Reload: 10
Clip size: 1
Smart Reload: false
Range: 1100
Requires lock-on: true
Additional description: blasts the Soviet Anthem as an Ear-Rape one time, per USSR, also has a chance to play a loud "IDI NAHUI CYKA BLYAT" sound effect:

Союз нерушимый республик свободных
Сплотила навеки Великая Русь.
Да здравствует созданный волей народов
Единый, могучий Советский Союз!

Славься, Отечество наше свободное,
Дружбы, народов надежный оплот!
Знамя советское, знамя народное
Пусть от победы, к победе ведет!

Soiuz nerushimyj respublik svobodnykh
Splotila naveki Velikaia Rus.
Da zdravstvuet sozdannyj volej narodov
Edinyj, moguchij Sovetskij Soiuz!

Slavsia, Otechestvo nashe svobodnoe,
Druzhby, narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy, k pobede vedet!

Сквозь грозы сияло нам солнце свободы,
И Ленин великий нам путь озарил.
Нас вырастил Сталин - на верность народу
На труд и на подвиги нас вдохновил.

Славься, Отечество чаше свободное,
Счастья народов надежный оплот!
Знамя советское, знамя народное
Пусть от победы к победе ведет!

Skvoz grozy siialo nam solntse svobody,
I Lenin velikij nam put ozaril.
Nas vyrastil Stalin - na vernost narodu
Na trud i na podvigi nas vdokhnovil.

Slavsia, Otechestvo chashe svobodnoe,
Schastia narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy k pobede vedet!

Мы армию нашу растили в сраженьях,
Захватчиков подлых с дороги сметем!
Мы в битвах решаем судьбу поколений,
Мы к славе Отчизну свою поведем!

Славься, Отечество наше свободное,
Славы народов надежный оплот!
Знамя советское, знамя народное


Price: 0 silver, because it is communism NEW BOT: Haechi But It's For Free, It is more OP, and it has a Bee Movie skin health: cyka blyat (this means 350k) speed: 45 shield: Aegis class shield that regenerates, and it has 100k hp. (aegis class shield is the official name for the Bulwark's shield) ability: dash (three charges) descritption: this is litterally a free haechi that is more powerful, and it has a bee movie skin skins: normal haechi skin COST:1 gold Barry Bee Benson COST: default (included with purchase) this is barry from the bee movie dragon tail COST: 1 potato, or one gold



Defender7881

Harpoon

Hardpoint: Medium
Damage: 3250
Required level/league: Level 15
Reload: 15 seconds
Clip size: 4
Smart reload: false
Requires lock-on: True
Lock-on Range: 300-1100
Price: 340k Silver

Additional description: It is a medium version of Noricum. Fires missiles that similar represent Harpoon missiles from 4 tubes. Lighter version of Zenit with 30% more rocket speed than Zenit. Cannot fire targets less than 300 meters away. If weapon hardpoint is destroyed, it explodes, dealing 2,300 around it, including the robot. Unlike Zenit, the missiles follow their target but follows a predictable path. Missiles turn fairly slowly and fast robots can dodge it. Large AOE (Area of Effect). 15 meter blast radius.

Honey Badger (Molot 2.0)

Hardpoint: Medium
Damage: 330 (800 max) per shell
Required level/league: Level 25 AND at least silver league I
Reload: 15 seconds
Clip size: 500 rounds
Smart reload: False
Requires lockon: False
Lock-on range: 400m
Price: 1,500 Au
Additional description: Its a combination of Punisher T and Molot T. It has the characteristics of Punisher T but has the design of Molot T, with Punisher's color scheme in black and yellow. It has 1.8x the RPM of Molot T but less range than Punisher T. It design is specifically for brawling and laying down suppressive fire. Unlike its counterparts, it's accelerated state is 2.1x firing rate but 5% less damage. It, however, has long reload time and short range. It's recommended to mount this weapon on robots like Inquisitor, Spectre, and robots with at least 1 medium hardpoint and other hardpoints in combination.

"I predict a 80% chance of bullets and wreackage for today"


Deathfromabove123

Soundstorm

Hardpoint: Medium
Type: Sonic waves
Damage per 50 blasts at 200m: 5k
Required level/league: Level 18
Reload: 0.3 sec
Clip Size: 1
Effective Range: 300 m
Smart Reload: True
Needs Lock-On: False
Price: 1000 Au
Explanation: A "sound" weapon, this beast launches sonic waves that turn weaker over distance but larger over it too!Unaffected by walls less than 500m from source and can effectively damage enemies behind cover. Support type,Best with a more of its kind.

"Before you know it, I have found you behind your cover and only your shell may remain."

Switcher

Hardpoint: Heavy
Type: Hacking
Hijack time at base: 10 sec
Required level/league: Level 21
Reload: 4 sec
Clip Size: 2
Effective Range: 1000 m
Smart Reload: True
Needs Lock-On: TRUE. Also, no-one should be shooting you.
Price: 10k components

Explanation: This dangerous machine hijacks enemy bots by connecting to their interface and temporarily setting weapons(always 15 sec) to fire at their own team and can deal damage to their team AND is then controlled by an AI for the weapon time, disengaging the player from controlling the bot. The hacking effect stacks, in other words 2 Switchers at same level can hack bots in 1/2 the time as one due to TWO simultaneous attacks weakening the interface. Long range.
"Oops, you seemed to have started friendly fire. I take all responsibility."

Metalrain

Hardpoint: Medium
Type: Swarm
Deployment time at base: 5 sec
Required level/league: Level 21
Reload: 15 sec
Clip Size: 1
Effective Range: 600 m around your bot
Smart Reload: False
Needs Lock-On: No.
Price: 10k components
Explanation: The little gizmo launches a HUGE swarm of drones equipped with mini-molots that have half the damage of normal molots. the swarm of 2000 drones have a low health of 1000, but, safety in numbers, any bots that cannot fire fast enough cannot survive.
"Safety in numbers? More like DANGER COMES IN NUMBERS."

F0XTRAUT

Currently 48 Weapon Ideas to check out!


Skyscraper X10

KineticsymbolManualfiresymbolAutomaticfiresymbolMagazinesymbol


Level 12 Stats:
Hardpoint: Heavy
Damage Per Shot: 2760
Acceleration: x1.5
Unload Time: 10 seconds
Level/league requirement: level 23
Weapon type: Kinetic
Reload: 10
Clip size: 36 Bullets
Clip size Damage: 99360
Smart Reload: False
Lock-on Range: 600m
Requires lock-on: False
Effective range: 600m or less
Description: High-Powered Single-Shot Autocannon capable of punching holes through robots. High damage with high accuracy at long range, but does poorly against tough shields.

Price: 5000 Gold

Charge Magnum

Hardpoint: Light
Damage Per Shot: 1050 Damage When Fully Charged: 6100
Level/league requirement: level 20
Weapon type: Energy
Reload: 0
Clip size: 5
Smart Reload: True
Lock-on Range: 1100m
Requires lock-on: False
Effective range: 350m
Description: Small and Powerful alternate version of the Magnum, charges for 5 seconds accumulating additional damage then firing it all in one burst.

Price: 10000 Components

Scar

Hardpoint type: Medium
Weapon type: Missiles
Damage: 1980 per Missile
Level/league requirement: 16
Reload: 10 Seconds
Clip size: 25 Missiles
Smart Reload: True
Lock-on Range: 600m
Requires lock-on: 600m
Effective range: 600m or Less
Description: An extensively powerful version of the Hydra. Locks onto one target and fires a volley of missiles following a straight path to the target, because of its lackluster tracking system, it fails to doge many of the obstacles. It is mostly used to make short work or enemies
Price: 10000 Components

Carnage

Hardpoint type: Heavy
Weapon type: Kinetic
Damage: 9350 per shot e
Level/league requirement: 15
Reload: 11 Seconds
Clip size: 7 Incendiary Rounds
Smart Reload: True
Lock-on Range: 500m
Requires lock-on: NO
Effective range: 400m or Less
Description: An extensively powerful version of the Thunder. Fires Shots that deal high damage and burns target (DoT), also has slightly increased accuracy. It is mostly used to make short work of enemies. Made in courtesy of Carnage.
Price: 10000 Components

Surtr

Hardpoint: Heavy 
Type: Energy 
Blast Damage: 12,500 
Damage over Time: 35 per second
DoT Duration: 5 Seconds
Area of Effect: 50 Meters
Rate of Fire: 2 per second
Accuracy Rating: 90%
Range: 500m 
Clip size: 10 Fire Balls 
Reload: 10 Seconds 
Smart Reload: False 
Requires lock-on: False 
Effective range: 500m 
Additional description: It looks like this:  Fires 2 Fire Balls in quick succession at its target, dealing large amounts of damage in a moderate area of effect. Applies a small amount of DoT in the blast.
Level/league requirement: Level 20
Price: 10,000 Components.



Level Blast Damage DoT Upgrade Cost Upgrade Time
1 12,500 35 10,000 Comp. N/A
2 13,750 38 50,000 Ag 30 Minutes
3 15,130 41 100,000 Ag 1 Hours
4 16,640 45 200,000 Ag 2 Hours
5 18,300 49 400,000 Ag 4 Hours
6 20,100 53 800,000 Ag 8 Hours
7 22,110 58 1,600,000 Ag 16 Hours
8 24,320 63 3,200,000 Ag 32 Hours
9 26,750 69 6,400,000 Ag 64 Hours
10 29,430 75 12,800,000 Ag 128 Hours
11 32,370 82 25,600,000 Ag 256 Hours
12 35,600 90 51,200,000 Ag 512 Hours
Total +23,100 +55 +102,350,000 Ag +42 Days 16 Hours
  • Damage per 1 shot.
  • Weapon fires 2 Shots, which would double the amount of damage dealt.
  • Despite its large blast radius, it does not penetrate Physical Shields.
  • This weapon's projectiles can arc over small obstacles.

Heavy Flux-Beam

Hardpoint: Heavy
Type: Special
Damage: 36,000 over 6 seconds
Level/league requirement: level 25, must be in Diamond League III or higher
Reload: 21 Seconds
Clip size: 6 Energy Cells
Smart Reload: True
Lock-on Range: 800m
Requires lock-on: True
Effective range: 800m
Description: SuperHeavy Laser Beam that was derived from a very large spaceship, has been optimized for use on a heavy hardpoint. Fires a Red Fusion Beam over 6 seconds, shows an aiming beam before firing - aiming beam is not visible to other players. Because the Flux Beam is ridiculously powerful, it slows the target by 30% per beam. Effect does stack.

Price: 12,000 WP 6,000,000 Ag 3,000 AU

Death Bane

Hardpoint type: Heavy
Weapon type: Energy
Damage: 358 (400m)
Level/league requirement: 18
Reload: 5 Seconds
Clip size: 100 Charges
Smart Reload: False
Lock-on Range: 600m
Requires lock-on: 600m
Effective range: 400m or Less
Description: A Heavy Scourge dealing twice the damage of the Medium Scourge, has 4 prongs and a Reddish Colour. the Energy Ark could be either be Red or Blue. Damage increases as target closes distance.
Price: 10000 Components

Renegade

Weapon type: Splash
HardPoint Type: Medium
Damage 2700
Level/league requirement: level 7
Reload: 18 seconds
Clip size: 6 Rockets
Smart Reload: True
Lock-on Range: 500m
Requires lock-on: False
Effective range: 500m
Description: Upgraded Version of the Tulumbas, deals higher damage with a smaller capacity and medium range. Looks similar to the Hydra but just make the launch tubes square and has a light blue tint - a hybrid design of the Hydra and the Tulumbas
Price: 2500 Gold

Level Damage per Missile Upgrade Cost Upgrade Time
1 2,700 2,500 Au N/A
2 2,970 100,000 Ag 1 Hour
3,360 200,000 Ag 3 Hours
3,680 500,000 Ag 6 Hours
5 4,050 1,000,000 Ag 10 Hours
4,450 1,400,000 Ag 15 Hours
4,890 1,900,000 Ag

18 Hours

5,380 2,500,000 Ag 1 Day
5,920 3,200,000 Ag

1 Day 12 Hours

10 6,500 4,000,000 Ag 2 Days
11 7,100 8,000,000 Ag 2 Days 18 Hours
12  7,820 15,000,000 Ag 4 Days


Typhoon

ExplosivesymbolLockonsymbolVolleysymbolMagazinesymbolHomingsymbol


Hardpoint: Heavy
Type: Homing
Damage per Missile: 3500
Range: 600m
Unload Time: 7 Seconds
Clip size: 36 Homing Missiles
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 600m
Additional description: Its a Super Hydra, it has 6x the capacity & deals a little more damage at lvl 12 mk2. Also has a shorter reload. Fires 2 Missiles at once
Level/league requirement: 20
Price: 10000 Components


Spearhead

Hardpoint: Heavy
Type: Missile
Damage: 5100
Range: 600m
Clip size: 2 Missiles
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 600m
Additional description: An Upgraded Trident, has two grey barrels that fire 2 Missiles dealing about twice the damage of the Trident, has no revolver piece in overall design.
Level/league requirement: 20
Price: 10000 Components

Shimmer

Hardpoint: Heavy
Damage Type: Laser
Damage: 1130 per Charge
Range: 500m
Clip size: 8 Charges
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 500m
Additional description: Essentially a heavy version of the Shocktrain, has the same working mechanics as the Shocktrain but with higher damage and more charges. Has 4 Prongs instead of 3.
Level/league requirement:19
Price:10,000 Components

Coruscate

Hardpoint: Light
Damage Type: Laser
Damage: 490 per Charge
Range: 500m
Clip size: 7 Charges
Reload: 4 - 11 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 500m
Additional description: Essentially an light version of the Shocktrain, has the same working mechanics as the Shocktrain but deals less damage and has more charges. Has 2 Prongs instead of 3.
Level/league requirement:16
Price:10,000 Components

Apostle

Hardpoint: Medium
Damage Type: Explosive
Damage: 1900 per Charge
Range: 500m
Clip size: 10 Charges
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 500m
Additional description: Compact Grenade Launcher, immediately expends all of its ammo during firing, Grenades spread out in a 200m area around target, potentially damaging other targets nearby. Great for crowd control.
Level/league requirement:13
Price:10,000 Components

Serpent

Hardpoint: Heavy
Damage Type: Splash and Homing
Damage: 2200 per Charge
Range: 600m
Clip size: 10 Charges
Reload: 20 Seconds
Smart Reload: True
Requires lock-on: True
Effective range: 600m
Additional description: Destructive Heavy Prototype, locks-on and Fires a volley of Heat seekers which would track the target until impact, dealing high splash damage. Most likely a fusion of the tulumbas and the Hydra
Level/league requirement:17
Price:10,000 Components

Nexus

Hardpoint: Light
Damage Type: Plasma
Damage: 3,130 per Shot
Range: 350m
Clip size: 6 Charges
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 350m
Additional description: Essentially an light version of the Redeemer, has the same working mechanics as Redeemer but deals less damage and only fires one shot at a time.
Level/league requirement:17
Price:10,000 Components

Wraith

Base level: Level 1 Base HP: 150,000 Speed: 40 km/h
Hardpoints: 3 Light, 1 Heavy Ability: Stealth

Description of ability: Temporarily becomes untraceable by enemy weapons for a set duration of 10 seconds and a cooldown of 15 seconds

Extra: Has and Energy Shield with an HP of 50,000 and regeneration of 1,200 per second. Additional description: Its looks like a heavy robot with 4 legs, the body of a leo.
Price: 10,000 Components

Solaris

Hardpoint: Heavy Type: Plasma
Damage: 2150 per Charge
Range: 600m
Clip size: 10 Charges
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 600m
Additional description: Powerful Plasma Cannon that has a close reference of the Dragoon and Redeemer, Fires three High-Powered Plasmoids that penetrate Energy Shields and decrease enemy plasma resistance by -15%. Level/league requirement: 20
Price:10,000 Components

ColdFire

Hardpoint: Light
Type: Special
Damage: 120 per litre
Range: 350m
Clip size: 100 Litres
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 350m
Additional description: A modified light version of the fearsome Ember, projects frozen flames (lack of a better words) at its target slowing it down by 10% for however long the target is engulfed in fire, effect does not stack. Looks similar to the ember but its colour scheme is navel blue and the flames are ice blue.
Level/league requirement: 19
Price: 10000 Components

Disruptor

Hardpoint: Medium
Type: Energy
Damage: 1020 per Laser
Range: 500m
Clip size: 100 Laser Cells
Reload: 5 Seconds
Smart Reload: True
Requires lock-on: True
Effective range: 350m
Additional description: The phase disruptor fires thinned out lasers, dealing excellent burst damage. Unupgraded, the Disruptor can only fire a single laser at a time but as it is upgraded it is able to fire more lasers at once, Maximum lasers fired at max level is 6. Particularly useful against multiple targets thanks to its advanced multi-target capturing system.
Level/league requirement: 18
Price: 10000 Components

Litch

Hardpoint: Light
Type: Energy
Damage: 1500 per Cell
Range: 350mm
Clip size: 100 Siphoning Cells
Reload: 5 Seconds
Smart Reload: True
Requires lock-on: True
Effective range: 350m
Additional description: The Litch, also called "The Vampire" can quickly deal damage and restore some of your health at short range. The Damage dealt equals to how much health you regain, a perfect weapon for anyone who wishes to survive their encounters.
Level/league requirement: 15
Price: 10000 Components

Zarya

Hardpoint: Medium
Type: Energy and Homing
Damage: 1050 per Meson
Range: 500m
Clip size: 100 Mesons
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 500m
Additional description: Small and Brisk weapon. fires a series of homing mesons that seek out your current target through the smartest of ways at a slow pace, dealing high damage while making your enemy quiver in their pants.
Level/league requirement: 19
Price: 10000 Components

Helix

Hardpoint: Light
Type: Energy
Damage: 150 per Projectile
Range: 350m
Clip size: 100 Plasmoids
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 300m or less
Additional description: Small and powerful energy autogun, The helix continuously fires Plasma bolts at an impressive fire rate. The plasmoids follow a helix pattern to the target dealing high damage at short range. Your target should be severely damaged if they got any closer.
Level/league requirement: 16
Price: 10000 Components

Garuda

Hardpoints: 2 Medium and 2 Light Base level: Level 1 Base HP: 90,000 Speed: 45 km/h
Ability: Psionic Screech

Description of ability: Emits a powerful electromagnetic pulse that disables enemy weapons in a 200m radius that lasts for 5 seconds, with a 15 second recharge time.

Extra: Receives less damage from enemy weapons as the robot losses HP. Additional description: looks like a Velociraptor made of metal, there would be a medium weapon and a light weapon on its two arms.
Price: 10,000 Components

Vorpal Lance

Hardpoint:Medium
Type:Special
Damage: 6.5k
Range: 600m
Clip size: 5 Charges
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 350m
Additional description: Looks almost like the Ballista but merged with Shocktrain. Fires a piercing Heat Ray that bypasses shielding and most robots while dealing moderate damage, cannot penetrate walls (excluding small barriers).
Level/league requirement: 21
Price: 10000 Components

Quantum

Hardpoint: Heavy
Type: Energy
Damage: 300 per Particle
Range: 600m
Clip size: 200 Particles
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 600m
Additional description: The Quantum Stream, This weapon fires a particle beam that automatically searches for your current target dealing constant damage until it is out of particles, it does not have clever tracking however. The beam would just move in the direction of the target without taking any turns or curves around obstacles. Particularly useful on flat terrain against slow robots.
Level/league requirement: 21
Price: 10000 Components

Zatha

Hardpoint: Heavy
Type: Energy and Homing
Damage: 1970 per Zatha Kamikaze Probe
Range: 500m
Clip size: 15 Zatha Probes
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: True
Effective range: 500mm
Additional description: Zatha Kamikaze Probes require no aiming. Just stay at a good distance from your target and fire away. Zatha Probes track and follow your current target at a moderate pace dealing moderate damage and dodging some obstacles. This weapon can make anyone start running for cover. Useful against most targets that don't have a physical shields.
Level/league requirement: 20
Price: 10000 Components

Quaizar

Hardpoint: Heavy
Type: Energy
Damage: 15,000
Range: 600m
Clip size: 3 Compacted Quarks
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 600m
Additional description: Powerful Prototype Cannon used for heavy bombardment, fires large condensed Quarks and Antiquarks at the target dealing devastating damage at medium range. Reload while firing mechanic.
Level/league requirement: 20
Price: 10000 Components

Requiem

Hardpoint: Light
Type: Energy
Damage: 550 per
Range: 500m
Clip size: 100 Charged Electrons
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 350m
Additional description: Destructive weapon of Mass Destruction, fires a burst of Negatively charged Electrons that deal decent damage. If Negatively Charged Electrons come into contact with an energy shield, it will reduce the capacity and recharge rate by 1% for every hit. Great against Energy Shields.
Level/league requirement: 18
Price: 10000 Components

Torrent

Hardpoint: Heavy
Type: Kinetic
Damage: 1500 per Missile
Range: 600m
Clip size: 36 Missiles
Reload: 15 Seconds
Smart Reload: False
Requires lock-on: True
Effective range: 500m
Additional description: A more Heavily Upgraded version of the Chimera, locks onto 6 Targets within range and expends all of its Missiles that would equally distribute themselves among 6 targets, dealing high damage. Useful against multiple targets.
Level/league requirement: 15
Price: 10000 Components

Level Damage per missile Upgrade Cost Upgrade Time
1 1,500 10,000 Comp. N/A
2 1,650 100,000 Ag 1 Hour
3 1,810 300,000 Ag 3 Hours
4 1,990 600,000 Ag 6 Hours
5 2,120 900,000 Ag 9 Hours
6 2,340 1,200,000 Ag 12 Hours
7 2,580 1,600,000 Ag 16 Hours
8 2,840 2,000,000 Ag 20 Hours
9 3,130 2,500,000 Ag 1 Day 1 Hour
10 3,450 2,800,000 Ag 1 Day 8 Hours
11 3,800 3,400,000 Ag 1 Day 12 Hours
12 4,200 4,000,000 Ag 2 Days
Total +2,700 +19,400,000 +8 Days 14 Hours
  • Can Hit Multiple Targets
  • Automatically Locks onto more that one target at a time
  • Very High Damage towards one locked on target if there is only one target withing the green targeting bracket
  • Very Low Damage towards multiple locked on targets in green targeting bracket. (Think of it like Shocktrain)
  • High Reload Time
  • Medium Range


Flameward

Hardpoint: Heavy
Type: Special
Damage: 1500 per 30 Litres
Area of Effect: 50 Meters Range: 500m
Clip size: 600 Fuel Cells
Reload: 8 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 500m
Additional description: A different version of the Ember, firing a prolonged, beam of intense flames over long distances in return for low damage output.
Level/league requirement: 16
Price: 10000 Components

Level Damage Cycle Damage Upgrade Cost Upgrade Time
1 1,500 per 30 litres 30,000 10,000 Comp. N/A

Arclight

Level 1 Statistics.

Hardpoint: Heavy

Damage Type: Energy

Damage per shot: 1160

Volley Cycle Damage: 13,920

Cycle Damage: 69,600

Capacity: 60

Burst: 12 Energy Projectiles per second Firing Mode: Automatic/Volley

Range: 500m

Effective Range: 350m or less

Reload: 12 seconds

Smart Reload: False

Require Lock-On: False

Accuracy: 90% at 350m and higher, 100% at 349m or less.

League/Level Required: Level 22, No League Required

Cost: 10,000 Components Description: Small compact energy blaster. Fires a volley of blue energy bolts dealing moderate damage then has to vent out excessive heat that has been built up during firing sequence, for 2 seconds. Reloads for 12 seconds and has a maximum range of 500m. Its model closely resembles a combination of Vortex (Barrels), Taran (Firing Pieces) and Tempest (Body).

EarthQuake

Hardpoint: Heavy
Type: Kinetic
Damage: 3600
Rate of Fire: 1 per 0.5 seconds
Area of Effect: 50 Meters Range: 500m
Clip size:10 Quake Shells
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 500m
Additional description: Powerful and Destructive Automated Cannon, fires Quake Shells that effectively knocks back your target 14 Meters. Very Powerful against stopping beacon Cappers. Knock Back does not apply if blocked by energy shield.
Level/league requirement: 15
Price: 10000 Components

Level Damage Knockback Upgrade Cost Upgrade Time
1 3,600 14m 10,000 Comp. N/A
2 3,960 16m 400,000 4 Hours
3 4,356 18m 800,000 8 Hours

4

4,792 20m 1,200,000 12 Hours
5 5,272 22m 1,600,000 16 Hours
6 5,800 24m 2,000,000 20 Hours
7 6,380 26m 2,400,000 24 Hours
8 7,020 28m 2,800,000 28 Hours
9 7,722 30m 3,200,000 32 Hours
10 8,495 32m 3,600,000 36 Hours
11 9,345 34m 4,000,000 40 Hours
12 10,280 36m 4,400,000 44 Hours
Total +6,680 +22m 25,200,000 10 Day 6 Hours
  • Effective against Fast Beacon Cappers
  • Deals Moderate Damage
  • Every Shot Knocks Back Target 
  • Small Ammunition Capacity
  • Moderate Reload
  • Moderate Range
  • Weak against Energy Shields and Physical Shields
  • Deals Double damage to Physical Shield 

AfterShock

Hardpoint: Medium
Type: Kinetic
Damage: 2,400
Rate of Fire: 1 per 0.5 seconds
Area of Effect: 50 Meters Range: 500m
Clip size:10 Quake Shells
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 500m
Additional description: Powerful and Destructive Automated Cannon, fires Quake Shells that effectively knocks back your target 12 Meters. Very Powerful against beacon Cappers. Knock Back does not apply when blocked by Energy Shield.
Level/league requirement: 15
Price: 10000 Components

Level Damage Knockback Upgrade Cost  Upgrade Time
1 2,400 12m 10,000 Comp. N/A
2 2,640 14m 300,000 Ag 3 Hours
3 2,904 16m 600,000 Ag 6 Hours
4 3,195 18m 900,000 Ag 9 Hours
3,514 20m 1,200,000 Ag 12 Hours
3,865 22m 1,500,000 Ag 15 Hours
7 4,252 24m 1,800,000 Ag 18 Hours
8 4,677 26m 2,100,000 Ag 21 Hours
9 5,144 28m 2,400,000 Ag 24 Hours
10 5,658 30m 2,700,000 Ag 27 Hours
11 6,223 32m 3,000,000 Ag 30 Hours
12 6,845 34m 3,300,000 Ag 33 Hours
Total +4,445 +22m 19,800,000  8 Days 6 Hours
  • Effective against Fast Beacon Cappers
  • Deals Moderate Damage
  • Every Shot Knocks Back Target 
  • Small Ammunition Capacity
  • Moderate Reload
  • Moderate Range
  • Weak against Energy Shields and Physical Shields
  • Deals Double damage to Physical Shield 


Tremor

Hardpoint: Light
Type: Kinetic
Damage: 1200
Rate of Fire: 1 per 0.5 seconds
Area of Effect: 50 Meters Range: 500m
Clip size:10 Thumper Rounds
Reload: 10 Seconds
Smart Reload: True
Requires lock-on: False
Effective range: 500mm
Additional description: Powerful and Destructive Automated Cannon, fires Thumper Shells that effectively knocks back your target 10 Meters. Very Powerful against stopping beacon Cappers. Knock Back does not apply if blocked by energy shield.
Level/league requirement: 15
Price: 10000 Components

Level Damage per shot Knockback Upgrade Cost Upgrade Time
1 1,200 10m 10,000 Comp. N/A
2 1,320 12m 200,000 Ag 2 Hour
3 1,450 14m 400,000 Ag 4 Hour
4 1,600 16m 600,000 Ag 6 Hours
5 1,760 18m  800,000 Ag 8 Hours
6 1,930 20m 1,000,000 Ag 10 Hours
7 2,120 22m 1,200,000 Ag 12 Hours
8 2,340 24m 1,400,000 Ag 14 Hours
9 2,570 26m 1,600,000 Ag 16 Hours
10 2,830 28m 1,800,000 Ag 18 Hours
11 3,110 30m 2,000,000 Ag 20 Hours
12 3,420 32m 2,200,000 Ag 22 Hours
Total +2,220 +22m +13,200,000 5.5 Days
  • Effective against Fast Beacon Cappers
  • Deals Moderate Damage
  • Every Shot Knocks Back Target 
  • Small Ammunition Capacity
  • Moderate Reload
  • Moderate Range
  • Weak against Energy Shields and Physical Shields
  • Deals Double damage to Physical Shield 

Golurk 88

Fusion

Stats: Level 12 mk1
Hardpoint: Heavy
Type: Special (but damage is reduced by 50% when damaging robots through their energy or physical shields)
Accuracy: Alright (7/10)
Area of Effect: 10 meters
Ability: Can damage robots with energy or physical shields but incoming damage is reduced by 50% when going through their shields
Damage: 5800 (per pulse)
Capacity: 20 Pulses
Range: 350M
Reload: 7 seconds (when cartridge is fully empty)
Overall Unload Time: 10 seconds
Reload System: Fire While Reload
Effective capacity: 25 Pulses (due to Fire while Reloading system)
Role: Brawling, Suppressive Fire
Cost: 750,000 silver

"Before you even see me, you will be covered in explosions and smoke. And when the smoke finally clears, nothing will be left except the shell of what used to be a robot"

Havoc

Stats: Level 12 mk1
Hardpoint: Light
Type: Guided Energy Weapon
Accuracy: Good (9/10)
Area of Effect: None
Ability: Can automatically curve around most obstacles due to its passive tracking system and bypass energy shields. When a robot is hit, any subsequent damage caused by energy weapons within the next 10 seconds is increased by 20%
Capacity: 2 Bursts (each containing 5 guided pulses)
Damage: 4000 (per guided pulse)
Overall Damage: 40,000
Range: 400m
Reload: 8 seconds
Overall unload time: 2 seconds (1 second per burst)
Reload System: Manual
Role: Skirmishing, harassment and suppressive fire
Cost: 5000 WP or 500K silver
GOOD AGAINST (IN ORDER): Carnage, Fujin, Haechi, Ancilot

" You cannot hide, I will always hit you. And then the real fun can begin"

Pyroburst

Stats: Level 12 mk1
Type: Special
Hardpoint: Heavy
Accuracy: Good (7/10)
Area of Effect: 5 meters
ABILITY: Can bypass physical shields. Robots that are hit by this weapon for more than 5 seconds have overheated reactors, dealing an additional 15,000 damage (fixed) to a Heavy Robot, 10,000 damage to a Medium Robot and 5,000 damage to a Light Robot. An additional effect is that this weapon reduces their speed by 5mph for the next 5 seconds regardless of how long the robot has been hit.
CAPACITY: 25 litres of napalm
OVERALL UNLOAD TIME: 12.5 seconds (2 litres per second)
RELOAD SYSTEM: Manual
RELOAD: 10 seconds
OVERALL DAMAGE: 105,000 (excluding special effect damage)
RANGE: 325 meters
ROLE: Brawling
COST: 2000 Gold or 12,500 WP
REQUIRED ACCOUNT LEVEL: Level 25

"Fire has always brought three things: Light, Heat and Destruction. This weapon brings all three...but leaves the unwary behind"

Impulse

Stats: Level 12 mk1
Type: Energy
Hardpoint: Medium
Accuracy: Excellent
Area of Effect: None (no splash damage)
Ability: If the enemy robot is hit 5 times or more, then its ability cannot be used or recharged for 10 seconds. Also bypasses energy shields and Anciles.
Capacity: 8 bursts of blue plasma particles (similar to the Dragoon)
Overall Unload Time: 5 seconds (2 bursts per second, like the Magnum) but accelerated firing to 3 bursts per second if the firing button is held down for more than 2 seconds.
Reload System: Fire While Reloading
Reload: 6 seconds
Overall Damage: 26,000
Damage per Particle: 3250
Range: 600 metres
Role: Suppressive or support mid-range fire
Cost: 6,200 WP or 1000 Gold
Required Account Level: Level 20

"Firing on instinct can prove infinitely dangerous...to both the user and the enemy"

Highly distorted image of something

Thor

Damage: 9000 (initial laser) 15000 (burst)
League/Level requirement: level 30 (Diamond III or above)
Weapon type: Energy
Reload: 7s
Clip size: 2 (1 laser and 1 burst)
Reload type: Standard
Weapon range: 500m
Requires lock on: False
Effective range: 350-500m

Description:A superheavy plasma cannon. Fires a weak laser for 3 seconds before shooting a massive plasma blast along the laser towards the target.

Apocalypse

Hardpoint: heavy
Damage: 30,000 per full rocket, 1,000 per mini rocket
Level/league requirement: Level 20/League: Expert III or above
Type: Rocket
Reload: 15
Clip size: 1 full rocket & 10 mini rockets
Reload type: Standard
Range: 400
Requires lock-on: False
Effective range: 50-400

Additional description: This weapon is specifically designed to eradicate large groups of robots. Fires with a 30-degree arc over low cover and upon exploding has a splash radius of 20m. After exploding releases 10 mini rockets in a ring in a 100m radius, each with a splash radius of 10m.

Electrified mesh

Type: Shield
Details: Works similarly to a physical shield. Can be mounted on a bot similarly to an ecu
Functionality: Blocks splash and energy weapons. Kang daes and Nashorns deal double damage to the shield and normal damage to the bot. Small projectiles mostly pass through the mesh.

Explanation: Electrical wiring allows the mesh to disrupt plasma and energy shots by absorbing them as energy into the wires. Rockets are short-circuited as they hit the mesh and therefore do not explode. Kang daes and nashorns deal double damage to the shield since they are too big to pass through the mesh and instead, punch a huge hole in it. Since Punisher and Molot class weapons fire small projectiles, 80% of the projectiles fired will pass through while the other 20% deal normal damage due to limited shock absorption of wire mesh.

Ragnarok

Hardpoint: superheavy
Damage: 100,000
Level/league requirement: Champion league only
Type: Rocket
Reload: 15
Clip size: 1
Reload type: Standard
Range:1100
Requires lock-on: False
Effective range:1100
Additional description: A true bringer of destruction. This weapon is too heavy to fit on heavy slots, thus it needs a special hardpoint and a powerful bot to carry it. Fires a massive explosive shell which devastates all enemies in a 50m radius. Instantly breaks any ancile shields it hits, regardless of their health.

It is said that even the bravest will fear the greatest...


Gungnir

Hardpoint: superheavy
Damage: 20,000
Level/league requirement: Champion league only
Type: Homing
Reload: 8
Clip size: 1
Reload type: Standard
Range:500
Requires lock-on: True
Effective range:500
Additional description: Bearing immense power, this weapon is too heavy for heavy hardpoints. Fires a single spear at immense speeds, allowing it to deal double penetrating damage (deals double damage and penetrates) to ancile and aegis shields. Deals double damage to physical shields. This weapon can home in on stealthed targets after weapon is fired, but cannot lock on to stealthed targets

You can't run from death. You will only delay it and make the journey ever more painful

Jetpack joyrider

Avenger

Hardpoint:Heavy


Damage: 380
Level/league requirement: 12
Weapon type: Kinetic
Reload: 12
Clip size: 220
Smart Reload: False
Lock-on Range: 600
Requires lock-on: false
Effective range: 500
Additional description: A heavy punisher, with a two-second reload rate. The stats are similar to the punisher, like the tempest to the molot. The rate of fire is 8.3 with an accelerated reload rate of 10.
Price: 10,000 Components

"Lead bullets, fired from a molten cannon. Relentless and ready to avenge by shredding and piercing bot armor..."


Permafrost

Heh...hey guys, JetpackJoyrider here again.
Hardpoint: medium
Damage: 3000 per 30 liters
Level/league requirement: Level 20
Weapon type: Unique/Bypasses energy and physical shields
Reload: 12 seconds for full tank
Clip size: 300 liters
Smart Reload: False
Lock-on Range: 300
Requires lock-on: false
Price: 2500 Gold
The weapon will have the ability to slow bot movement by 30% and weapon fire rates by 30%.

"The legends speak of a weapon unlike any other...but no pilot could have thought of ice beams bursting out furiously, slowing down bot movement and fire rate by 30%..."


Claudius14

biggus dickus

Hardpoint: light
Type: Budget dash
Damage:none
Level/league requirement:29
Reload: 9 sec
Clip size: 1
Smart Reload: False
Lock-on Range: 400
Requires lock-on: true
Additional description:shoots out a giant hook with a chain attached to it allows it to grab on robots and dash to them,adding to the speed the bigger the bot, the slower it gets. Does not if the target is a light robot, instead pulls the light robot to you.
Medium bots:51km
Heavy bots:40km
Note: its way of attachment is like an ecu, only one side at times.

Price: gold

penatrator XXX

Hardpoint: medium
Type: Melee weapon
Damage:twice the power of gust
Level/league requirement:69 ( ͡° ͜ʖ ͡°)
Reload: infinite(ty stones)
Clip size: ^^
Smart Reload: true
Lock-on Range: right in front of the enemy
Requires lock-on: true
'Additional description:if aimed right if can slowdown the enemy or rip off the weapons

Note: there is a lighter variation called long schlong 69 with slightly lesser dameged but is great on stalkers

Price: gold


SKILLTIME

golden flamer

Hardpoint: medium
Damage per clip: 3500 at level 1
Weapon type: special (medium ember)
Reload:' 5 seconds
Clip size: 1
Smart reload: false
Range: 350
Additional description: is shaped roughly like an ember, but is blue. Is slightly smaller than an ember and slightly different shape. (Basically a medium ember).

Currency: components


CTBlackout5555

Arclight

Hardpoint: Heavy
Damage per Clip: 7k at Level 5
Weapon Type: Energy
Reload: 10 seconds
Clip Size: 1
Smart Reload: False
Range: 600m
Additional Description: A heavy pulse gun (think a magnum, but with a tesla coil instead of a yellow ball), which fires a pulse of energy at a target. The shot deals very low damage, but greatly reduces the turning speed of a hit target for 3 seconds. It also makes them take 25% more damage.
Cost: 10,000 Arclight Components


HurricaneHell

Xenon

Hardpoint: Light
Type: Rocket/Kinetic (Explosive Kinetic Rounds)
Damage: Lvl 1, Mk1 - 1000
Range: 300m
Clip Size: Infinite Rounds
Unload Time: Instant
Reload: None
Smart Reload: False
Requires lock-on: False
Effective range: None. Damage is consistent no matter the Distance.
Price: 10,000 Components
Additional description:

A Close Range Explosive Cannon. Each shot has a small AoE, which entirely bypasses Physical Shields. The Xenon is able to fire Continuously, as it does not have a reload time. Fires once every 0.70 Seconds, allowing it to deal large amounts of damage in a short amount of time.

Wallop

Hardpoint: Light
Type: Special
Damage: Lvl 1, Mk1 - 1500
Range: 400m
Clip Size: 1 Charge
Unload Time: 2 Seconds
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.
Price: 10,000 Components
Additional description:

A Special Light Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, the Wallop is definitely a Threat to any Knife Fighter or Brawler, making it a Risk for them to come near you. Using a Blast of Kinetic Energy, the Wallop can well, Wallop Enemies away from you. With every Powerful creation, comes a Recognizable Weakness. For the Wallop, its Shields. Physical Shields absorb 75% of the Blast, and Energy Shields absorb the Entire Blast. To a Lesser Degree, the Gravitar takes on the same Trait, and to an even Lesser Degree, so does the Homerun.

Gravitar

Hardpoint: Medium
Type: Special
Damage: Lvl 1, Mk1 - 2700
Range: 400m
Clip size: 1 Charge
Unload Time: 2 Seconds
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.
Price: 10,000 Components
Additional description:

A Special Medium Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is a Fearsome Enemy towards any Knife Fighter, blasting them out of their Range. While being a Pain to deal with, Shields easily Hinder the performance of the Gravitar, making Shielded Robots an advisable choice. Physical Shields absorb 60% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Wallop takes the Same Disadvantages, and to a Lesser Degree, so does the Homerun.

Homerun

Hardpoint: Heavy
Type: Special
Damage: Lvl 1, Mk 1 - 3200
Range: 400m
Clip size: 1 Charge
Unload Time: 2 Seconds
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.
Price: 10,000 Components
Additional description:

A Special Heavy Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is the Kryptonite of Knife Fighters brought into Reality, the Homerun is essentially a Massive Baseball Bat. Anything Fearsome or Powerful will have one Weakness, in this case, Shields. Physical Shields absorb 35% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Gravitar takes the same Disadvantages, and to and Even More Severe Degree, so does the Wallop.

Clutch

Hardpoint: Light
Type: Special
Damage: Lvl 1, Mk 1 - 2200
Range: 400m
Clip size: 1 Grapple
Unload Time: Instant
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.
Price: 10,000 Components
Additional description:

A Special Light Weapon, designed to Grapple Enemies towards you. The Opposite of Airblast Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Pair the Clutch with close range Weapons, you'll be a Living Nightmare for Enemies to take care of. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 90% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 60%. Energy Shields block the Clutch entirely, and Physical Shields make no difference in the Grapple Force.

Chainlink

Hardpoint: Medium
Type: Special
Damage: Lvl 1, Mk1 - 2800
Range: 400m
Clip size: 1 Grapple
Unload Time: Instant
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.
Price: 10,000 Components
Additional description:

A Special Medium Weapon, designed to Grapple Enemies towards you. The Opposite of Airblast Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Combining the Chainlink with Close Range Weapons such as Shotguns or Rockets, will make you a Dangerous opponent, advising Brawling to ensue. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 110% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 40%. Energy Shields block the Chainlink entirely, and Physical Shields make no difference in the Grapple Force.

Moontide

Hardpoint: Heavy
Type: Special
Damage: Lvl 1, Mk1 - 3500
Range: 400m
Clip size: 1 Grapple
Unload Time: Instant
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.
Price: 10,000 Components
Additional description:

A Special Heavy Weapon, designed to Grapple Enemies towards you. The Opposite of Airblast Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. With this, you don't DARE let your Enemies escape. Jump, Hide, Run Away, they will eventually feel the Force of the Moontide. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 165% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 15%. Energy Shields block the Moontide entirely, and Physical Shields make no difference in the Grapple Force.

Trident 2.0

Hardpoint: Heavy
Type: Rocket
Damage: 120,000 (per rocket)
Range: 1100m
Clip size: Infinite
Unload Time: 1 Rocket every second
Reload: False
Smart Reload: True
Requires lock-on: False
Effective range: None
Price: 1 Silver
Additional description:

I made this because I could.

Vexus

Hardpoint: Light
Type: Homing
Damage: Lvl 1, Mk1 - 850
Range: 600m
Clip size: 1
Unload Time: 2 Seconds
Reload: 8 Seconds
Smart Reload: No
Requires lock-on: Yes
Effective range: 600m
Price: 10,000 Components
Additional description:

Future tech missile launcher. Missiles fired are made with an unknown technology or substance, whichever it may be. Missiles are capable of travelling right through solid barriers (including physical shields), firing a series of 3 missiles in quick succession (similar to Spiral). However, Ancile, Absorber and Aegis barriers can block this missile.

Rupture

Hardpoint: Heavy
Type: Energy
Damage: 465
Root Chance (per energy round): 27%
Range: 500m
Clip size: 40 Energy Rounds
Unload Time: 4 Seconds
Reload: 3 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 250m or below
Price:
Additional description:

Energy machine gun with a rapid fire rate. Becomes more effective as you get closer. Each shot has a chance to immobilize the enemy.

Berbec

Hardpoint: Medium
Type: Kinetic
Damage: 3,600
Range: 800m
Capacity: 1
Unload Time: Instant
Reload: 6 Seconds
Smart Reload: No
Requires lock-on: False
Effective range: 800m
Price: 500,000 Ag
Additional description:

Medium long-range firearm that fires a straight trajectory round at the target, inflicting huge damage.

Omicron01

Sparky Cannon

Hardpoint: Heavy
Type: Energy
Damage: Lvl 1, Mk1 - 14,000
Range: 500m
Clip Size: 1 Energy Cell
Reload: 6 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 6,000,000 Silver
Additional description:

Superheavy Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.

Sparky Turret

Hardpoint: Medium
Type: Energy
Damage: Lvl 1, Mk1 - 10,000
Range: 500m
Clip Size: 1 Energy Cell
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 3,000,000 Silver
Additional description:

Medium Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.

Sparky Blaster

Hardpoint: Light
Type: Energy
Damage: Lvl 1, Mk1 - 7,000
Range: 500m
Clip Size: 1 Energy Cell
Reload: 3 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 1,500,000 Silver
Additional description:

Light Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower (for its class) combined with even greater splash radius, a total of 50m radius splash.

Outbreak Prime

Hardpoint: Light
Type: Energized Kinetic
Damage: Lvl 1, Mk1 - 240
Range: 600m
Clip Size: 36 Rounds
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: 400m, but it's negligible since it is a very accurate weapon, more so than the Molot.
Price: 1,000 Gold
Additional description:

Light weapon that fires three-round bursts. Upon successfully destroying or critical hitting a robot, the Outbreak releases a SIVA swarm that attacks nearby enemies (75m range).
"I've done the math. When you pull this trigger, one plus one equals zero. Every time."

Black Hole Weapons

Hardpoint: Adjustable (Can be mounted on any hardpoint. Stats [damage] increase multiplicatively depending on hardpoint. Also changes name: Light=Event Horizon, Medium=Singularity, Heavy=TON-618.)
Type: Other
Damage: Lvl 1, Mk1 - 9,000 - Infinite Damage (10% chance)
Range: 600m
Clip Size: 1 Energy Cell
Reload: 2 Seconds, charge time is 3 seconds.
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 10,000 Components
Additional description:

Drastically downsized particle accelerator created using modified blueprints for a machine from the old days. Colides particles within the firing mechanism, and with enough mass, can be lethal when fired off. You weild the power of the most mysterious forces in the universe. Use it at your own discretion.

Transverse Lance

Hardpoint: Heavy
'Type: Special
Chance to desintigrate'
: Lvl 1 - 5%, Abduct time 3 sec
Range: 1100m
Clip Size: 1 Battery
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: 1100m
Price: 1,000 Gold
Additional description: The Transvere Lance is a tool for relocating enemies. Upon targeting and firing, the Lance tears apart spacetime to bring the target to you. Beware you don't bite off more than you can chew, though. Has a chance to instakill the robot while abducting, with chance increasing for each level.

"Reality is maleable, thus spacetime is mine to play with."

Destablizing Weapons

Atomos

Hardpoint: Light

Type: Energy
Damage: MK1 lvl1: 90, This weapon has the chance to scramble an enemy's atomic structure. Close contact with afflicted enemy's ally (20m) will catalyze the robot and deliver a painful detonation (55,555).
Range: 400m
Clip Size: Energy cells, can support constant fire up to 7.5 sec. If fired for too long will overheat and initiate a cooldown timer.
Cooldown Time: 5 sec
Smart Reload: True
Requires lock-on: True, however standard aiming procedures apply. This weapon will not seek the locked target.
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 1,000 WR Royale Tokens
Additional description: An automatic energy weapon that can deal a lot of damage. Shocktrain v.2.


Un-continuum

Hardpoint: Medium

Type: Energy
Damage: MK1 lvl1: 135, This weapon has the chance to scramble an enemy's atomic structure. Close contact with afflicted enemy's ally (20m) will catalyze the robot and deliver a painful detonation (60,000).
Range: 400m
Clip Size: Energy cells, can support constant fire up to 7.5 sec. If fired for too long will overheat and initiate a cooldown timer.
Cooldown Time: 5 sec
Smart Reload: True
Requires lock-on: True, however standard aiming procedures apply. This weapon will not seek the locked target.
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 2,000 WR Royale Tokens
Additional description: An automatic energy weapon that really messes with the laws of physics.


Void Replicator

Hardpoint: Heavy

Type: Energy
Damage: MK1 lvl1: 9,999, This weapon has a 10% chance to completely annhialate an enemy's atomic structure. The afflicted robot is doomed and a passing of 5 seconds will catalyze the robot, deliver a painful detonation (destroys affected robot, deals 99,990 damage, 100m radius), and leave a Quasar in its wake (10,000 dps for 10 sec for anyone within). This is all MK1 lvl1.
Range: 400m
Clip Size: 1 Energy cell
Cooldown Time: 7.5 sec
Smart Reload: True
Requires lock-on: True, however standard aiming procedures apply. This weapon will not seek the locked target.
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 4,000 WR Royale Tokens
Additional description: A single shot energy Weapon that can bypass ANY non-environmental object. Subverts the laws of physics to deliver lethal explosive payloads.


Meltdown

Hardpoint: Heavy
Type: Special
Damage: 10 sec of lock-on to detonate a robot.
Range: 500m
Clip Size: 1 Battery
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: True
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 6,000,000 Silver
Additional description: Hellburners affected will detonate and destroy ALL active players on the map. Be warned.

Heavy weapon that uses a robot's power source against it. Successful lock-on results in the untimely detonation of the target.


Cold Between Stars

Hardpoint: Heavy
Type: Special (Destroys shields in one hit and overpenetrates target)
Damage: 7,000 (14,000 on critical) lvl1 mk1
Range: 1100m
Clip Size: 3 Rounds
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: Found by force of will and withstanding the undending onslaught. Afterwards: Price = 3,000,000 Silver
Additional description: An obscenely high caliber sniper cannon that has the unique ability to aim the scope, revealing crit spots (Pressing the red button will NOT scope; pressing the icon that corresponds to this weapon will scope all equiped Cold Between Stars). Consecutive critical hits will exponentially double damage up to three times, and three consecutive crits will return a full clip to the weapon.

Xol, the Will of Thousands, perished but was not destroyed. Death is a road, death is metamorphosis, the unsacred union between destroyer and destroyed. The might which defeats a god is also the ambrosia that god craves, the meat-sweet logic of Existence-Asserted-By-Violence, the binomial decision between two ways of being which deny each other. In dying, Xol fed richly.

Alias3002

Light Rack mk 1

Hardpoint: Heavy
Type: dual hardpoint mounting
Damage: N/A
Range: N/A
Clip Size: N/A
Reload: N/A
Smart Reload: N/A
Requires lock-on: N/A
Price: 500 Gold
Additional description: A mounting system that allows two identical light weapons to be mounted and fired in tandem.

\

Hardpoint: Light Type: N/A
Damage: N/A
Range: N/A
Clip Size: N/A
Reload: N/A
Smart Reload: N/A
Requires lock-on: N/A
Price: 1 silver
Additional description:A light weapon that, on detecting a bot or weapon not created by pixonic, removes that bot/weapon from the game and replaces it- if a bot, with a schutze, if a weapon, with a molot, hydra or thunder corresponding to the hardpoint.


Despacitowl

Interceptor

Hardpoint: Medium
Type: Sound
Damage: None
Range: 1100
Clip Size: Infinite
Reload: Infinite
Smart Reload: true
Requires lock-on: false
Price: 2,000,000 Silver
Additional description: The Interceptor is a defensive weapon that is used for take down a single missile or bullet salvo,also can't take down energy projectiles but will make them do less damages.

Comet

Hardpoint: Heavy
Type: Rocket
Damage: 2,000
Range: 1100
Clip Size: 50
Reload:15 Secs
Smart Reload: false
Requires lock-on: true
Price: 600.000 Silver
Additional description: The Comet is a heavy noricum mainly used for destroy low health enemies.

Doomsday

Hardpoint: Heavy
Level Requirement: Lvl 28
Type: Rocket
Damage: 90,000
Range: 600
Clip Size: 1
Reload:60 secs
Smart Reload: false
Requires lock-on: false
Price: 2,000 Gold
Additional description: The Doomsday is a single shot weapon shooting a slow but powerful rocket making an explosion of 200 meters capable of kill instantly any low hp robot or destroy enemy shields.

Ricochet

Hardpoint: Heavy
Type: Energy
Damage: 13,000
Range: 500
Clip Size: 1
Reload:15 secs
Smart Reload: false
Requires lock-on: false
Price: 10,000 Components
Additional description: The Ricochet is a medium range heavy weapon that will shoot a beam that bounces horizontally and that pierces enemies on the walls making it deadly in places with a lot of covers but useless in maps with no cover like canyon. The bounce has the ability to inflict more damage the closer it is to the target, the bounce will also never hit the same spot in a single shot, however if the target move to fast it can get hit multiple times.

Leviathan

Hardpoint: Heavy
Type: Energy
Damage: 20,000
Range: 500
Clip Size: 1
Reload: 5 secs
Smart Reload: false
Requires lock-on: false
Price: 1500 Gold
Additional description: The Leviathan is a heavy energy weapon with splash damage that will shoot a explosive energy ball which ignores physical shields if the ball hits the corner of the shield

I didn't spend money in this game

Terminator

Hardpoint: Heavy
Type: Kinetic
Damage: 1,000
Range: 500
Clip Size: 500
Reload: 10 seconds
Smart Reload: True
Requires lock-on: False
Fire Rate: 50 times per second
Effective range: 200
Additional description: Terminator is a close range heavy weapon. It has high damage below 200 meters, deadly in 100 meters, useless at long range. The weapon suck water in the air and turn it into hail. Hails move really fast, travels 500 meters in 1 second. SPECIAL ABILITY(active below 200 meters) of this weapon is once hail touched a robot, the robot will turn white, and reduce its speed(not including abilities) by 5% every 2 seconds. Effect stacks, the max speed can reduce by this weapon is 50%, 10 seconds later, the robot restore its speed as before.  After it hits the target, it falls down and melt, form a puddle(60*60 meters) that can make movement changes of robots delay for 0.5 second. The weapon can also reduce flame damage of Ember by 10% by shooting to where flame is.
Level/league requirement: Unlock at level 25 and Gold II league
Price: 10,000 components

Leopard

Hardpoint: Medium
Type: Kinetic
Damage: 700
Range: 500
Clip Size: 500
Reload: 10 seconds
Smart Reload: True
Requires lock-on: False
Fire Rate: 50 times per second
Effective range: 200
Additional description: Leopard is a close range medium weapon. It has high damage below 200 meters, deadly in 100 meters, useless at long range. The weapon suck water in the air and turn it into hail. Hails move really fast, travels 500 meters in 1 second. SPECIAL ABILITY(active below 200 meters) of this weapon is once hail touched a robot, the robot will turn white, and reduce its speed(not including abilities) by 3% every 2 seconds. Effect stacks, the max speed can reduce by this weapon is 40%, 10 seconds later, the robot restore its speed as before. After it hits the target, it falls down and melt, form a puddle(50 meters radius) that can make movement changes of robot delay for 0.5 second. The weapon can also reduce flame damage of Ember by 8% by shooting to where flame is.
Level/league requirement: Unlock at level 25 and Gold II league
Price: 10,000 components

Overpowered

Hardpoint: N/A
Type: Energy
Damage: 100,000
Range: 1100
Clip Size: 20
Reload: 5 seconds
Smart Reload: False
Requires lock-on: False
Fire Rate: 1 time per second
Effective range: 1100
Additional description: Overpowered is a special weapon. It will be activated by spending 5000 gold before the battle starts. This weapon will come out from the robot for 5 minutes, doing their job (information above) if the pilot choose to use it. 5 minutes later, the weapon is gone.
Level/league requirement: Unlock at level 1
Price: 5000 gold per use

Reaper of F2Ps

Hardpoint: Heavy
Type: Energy
Damage: 100,000
Range: 1100
Clip size: 40
Reload: 5 seconds
Smart Reload: True
Requires lock-on: False
Effective range: 1100
Additional description: This weapon is a heavy energy weapon with 1100 meters range and 100% accuracy. The fire rate is 4 times per second. It has build-in quantum radar, which ignores stealth. Nothing can stop this weapon from killing F2Ps.
Level/League requirement: 1 /Private III
Price: 10000 gold

P2W's helper

Hardpoint: Heavy
Type: Energy
Damage: 150,000
Range: 1100
Clip size: 50
Reload: 5 seconds
Smart Reload: False
Requires lock-on: False
Effective range: 1100
Additional description: This weapon is a heavy energy weapon with 1100 meters range and 100% accuracy. The fire rate is 5 times per second. It has build-in quantum radar, which ignores stealth. The weapon will also have corrosion damage. Amount of corrosion damage is 30% damage that is already dealt in 3 seconds. This weapon is a P2W's loyal helper.
Level/League requirement: 1 /Private III
Price: 20000 gold

Last struggle

Hardpoint: Medium
Type: Bypass all type of shields(energy, physical, aegis, absorber)
Damage: 50,000
Range: 300
Clip size: 30
Reload: 6 seconds
Smart Reload: False
Requires lock-on: False
Effective range: 300
Additional description: This weapon bypass energy shield, physical shield, aegis shield, absorber shield. Its fire rate is 1 time per second.
Level/League requirement: 1 /Private III
Price: 5000 gold

Yanagawa1

Bash

Classification Heavy
Type Kinetic
Reload 2 seconds
FWR N/A
Range 100m
Base Damage 50,000
Base level 1
Price 10,000 Components
Clip Size 1
Description It is a hard metal battering ram style of weapon in which a long metal rod extends forward and hits an enemy target. It is meant for shield breaking and point blank hits. It does double damage on physical shields and can cripple shielded bots.

psychotic_wolf13

Void

Hardpoint: Heavy

Type: Energy (Dark Matter)

Damage (Base): 350

Damage Boost: +0.1% for every 0.1 second of continuous damage. (Or 2 consecutive hits) Resets immediately to +0% after damage stops, whether it be due to missing or stopping fire. Max +10%

Fire Rate: 20 per second

Range: 350m

Heat Capacity: 10

Heat Buildup: 1 per second

Heat Cooldown: 1 per second. 15 Seconds to recover from Overheat.


Description: The Void decimates a targets at close range. The Void harnesses dark matter to pierce through enemy armor, causing it to do more damage the longer it is trained on a target. Resets immediately once target is no longer being hit. Although it does not require reloading, the Void will overheat quickly under continuous fire. Once overheated, the Void will require an extended cooldown period before it is able to continue firing.

Looks: Beam fired is similar to the Gekko or Flux but is dark purple and thicker.

Lore: "If you can harness the darkness, you will be more powerful than ever. If you cannot contain it, you will doom yourself."

Reverb

Hardpoint: Heavy

Type: Energy (Sonic)

Damage (Base): 750

Ring Diameter: 15m

Fire Rate: 10 per second

Range: 300m

Heat Capacity: 12

Heat Buildup: 1 per second

Heat Cooldown: 1 per second. 15 Seconds to recover from Overheat.


Description: The Reverb fires rings of sonic energy. Rings are wide enough to damage several robots at once, and pass through targets to their maximum range. Damage is constant and is not effected by distance or the number of targets hit. Although it does not require reloading, the Reverb will overheat quickly under continuous fire. Once overheated, the Reverb will require an extended cooldown period before it is able to continue firing.

Lore: "The sounds of their pathetic screams. That's what many a warrior lives for."

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